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STATE OF GAME-BASED LEARNINGTECH DAY 2020

BRIAN MARCHINI, BUCKS COUNTY COMMUNITY COLLEGE

PROFESSIONAL

SQL Developer | Instructor

Bucks County Community College

Senior Consultant (Data Scientist)

Urban Science Applications, Inc.

EDUCATION

BS Computer Science

Temple University

Master of Business Administration (MBA)

Lehigh University

Doctoral Student, Teaching, Learning and Technology

Lehigh University

CAUSES

Owl to Owl Mentorship

Temple University

Lehigh Connect

Lehigh University

ABOUT ME

Brian MarchiniBrian.marchini@bucks.edu

GAME BASED LEARNING

• WHAT IS GAMIFICATION?

• ALTERED REALITY (AR)

• VIRTUAL REALITY (VR)

• SIMULATIONS

• ASSESSMENTS

• TRENDS

GAMIFICATION 101

Kahoot.it

FLOW THEORY HIGHER ENGAGEMENT

DEEP LEARNING

https://www.youtube.com/watch?v=iUsOCR1KKms

TRANSFORMATION PLAY

Learning can be enhanced

when students are positioned

in a situated, narrative game

as a protagonist that affects

their world around them in the

choices and decisions made

with a degree of

consequentiality.

John Dewey

Sasha Barab

POWER OF VIDEO GAMES ON MEMORY• Visual learning

• Audial learning

• Enhanced skill development

• Long last effects…

ALTERED REALITY (AR)

WHAT IS GAME BASED LEARNING?

Does game based learning need to be a competitive video game?

Game based learning as the application

of game features into the classroom.

AUGMENTED REALITY SANDBOX

Developed by researchers at UC Davis

Interacative 3d waterflow topography

map augmented in real-time with

an elevation, topographic contour lines,

and simulated water

https://arsandbox.ucdavis.edu/

BUILDING AN AUGMENTED REALITY BOX

• An AR Sandbox requires the following hardware components:

• A computer with a high-end graphics card (see the “Computer”

section below for more specific hardware recommendations), running

any version of Linux.

• A Microsoft Kinect 3D camera. The AR Sandbox software, or

rather the underlying Kinect 3D Video Package as of version 3.7,

supports Kinect-for-Xbox 1414 and 1473, Kinect for Windows, and

Kinect for Xbox One

• A digital video projector with a digital video interface, such as

HDMI, DVI, or DisplayPort.

• A sandbox with a way to mount the Kinect camera and the

projector above the sandbox.

• Sand.

USING QR CODES FOR MIXED MEDIA AR

• Scavenger Hunts

• Detective Stories / Mysteries

• Field Experience

https://www.qrcode-monkey.com/

MERGE CUBEAltered Reality with interactivity.

Pros

• Large support network

• Low entry cost

Cons

• Not 100% OER

• In early stages – limited content

• Reliant on developers

GOOGLE ARCORE• Development Platforms

• Unity, Unreal, Android Studio, iOS

• Heavy support

• Extensive and growing library

• Advanced software interacts AR into the

real environment

VIRTUAL REALITY (VR)

GOOGLE EXPEDITIONSMinimal setup for maximum engagement in

VR and AR

VR Requirements:

Expeditions app

Mobile device or Chrome OS

Optional: VR Viewer

AR Requirements:

Expeditions app

Mobile device or Chrome OS

Optional: Selfie Stick

https://edu.google.com/products/vr-ar/expeditions/?modal_active=none

SIMULATIONS

PROS

• Hundreds of simulations available online.

• Immersion into content based situations

• Enhanced engagement

• Deeper Learning

• Promotes cooperation

• Self-paced learning

CONS

• Long development times.

• Few centralized repositories

• Many poor quality simulations

SIMULATION: QUEST ATLANTIS

• Includes narratives that engages the

students.

• Students actions have ripple affects in the

simulated world.

• Template approach to simulation.

• Course content trails engagement.

• Course content trails engagement.

• Resulted in both higher levels of

engagement and understanding.

ASSESSMENTS

FORMATIVE AND SUMMATIVE

ASSESSMENT TESTING

BEATING LEGEND OF ZELDA TAKING A POP QUIZ

WHY ARE VIDEO GAMES SO ENGAGING? • Social Features

• Manipulation and control

• Narrative and identity

• Reward and punishment

• Presentation

King, Delfabbro and Griffiths published a

paper that expanded Wood’s framework

which sought to identify the key

psychological characteristics of video games.

They break down the features into five main

categories. (King, Delfabbro, & Griffiths,

2009, p. 93).

SOCIAL FEATURES

SUB FEATURES

• Social utility features

• Social formation

• Leader boards

• Support networks

EXAMPLE

In-game voice and text chats

Guilds/clans in MMORPGs

Hall of Fame lists

Internet Forums, strategy guides

MANIPULATION AND CONTROL FEATURES

SUB FEATURES

• User input

• Save points

• Player management

• Non-controllable

EXAMPLE

Intuitive controls: keyboards, text screen, voice…

Checkpoints, auto saves

Ownership of player resources and stats

Scripted events, load screens

NARRATIVE AND IDENTITY FEATURES

SUB FEATURES

• Avatar creation

• Storytelling

• Theme and genre

EXAMPLE

Gender, race, attributes, costume..

Cut-scenes, mission briefings

Role-playing, shooting, …

REWARD AND PUNISHMENT FEATURES

SUB FEATURES

• General rewards

• Punishments

• Meta-game rewards

• Intermittent Rewards

• Negative rewards

EXAMPLE

Experience points, bonuses

Losing a life, restarting a level

Badges, Achievements

Increasingly difficult levels

Gaining health, repairing items

REWARD AND PUNISHMENT FEATURES (CONT)

SUB FEATURES

• Event frequency

• Event duration

• Payout intervals

EXAMPLE

Unlimited replayability

MMORPGs have no endpoint

Instant rewards, immediate feedback

PRESENTATION FEATURES

SUB FEATURES

• Graphics and Sound

• Franchise features

• Intuitive design

EXAMPLE

Realistic graphics, fast music in difficult secitons

Trademarked names

Follows traditional game conventions

ADDITIONAL FACTORS

• Consistency of play

• Adapts to the individual learner

• Failure ≠ Finality

ASSESSMENT TESTING

BEATING LEGEND OF ZELDA COMPLETING A POP QUIZ

GAMIFIED FORMATIVE ASSESSMENTS

KAHOOT

• Pros

• Random name generator

• Web-based

• Large sets of available content

• Detailed short-term metrics

• Integration with learning platforms like

Google Classroom

• Extensive customization

• Content importation

• Cons

• Geared towards live play

• Promotes speed of response over

analysis

• Split interface between answers and

questions

• Limited long term metrics on students

QUIZIZZ

• Pros

• Integration with learning platforms like Google Classroom

• Large sets of available content

• Content Importation

• Web-based

• Single Interface

• Allows for live and at-home environments

• Student paced

• Detailed long term backend metrics

• Extensive customization/ Meme sets

• Power Ups!

• Redemption Questions!

• Cons

• No automatic name generator (manual)

• Student paced

https://quizizz.com/

joinmyquiz.com

QUIZLET

• Pros

• Offers student paced and live modes

• Web-based

• Platform Integration with Google Classroom

and Remind

• Allows self-paced practice using multiple play

modes

• Allows open answering

• Designed for cooperative play

• Requires team cooperation in live

environments

• Cons

• Freemium access with push for premium even

on student-side

• Less refined interface than segment leaders

https://quizlet.com

SOCRATIVE

• Pros

• Web-based

• Allows for Limited Choice and Short

Answer

• Varied delivery methods similar to

Kahoot

• Cons

• Limited support unless you go with Pro

• Less refined than other iterations

https://b.socrative.com/login/student/https://b.socrative.com/teacher

TRENDS

• Assessment

• Term based assessments

• Gamified standardized assessments

• Assessment utilitizing AR/VR

• Virtual Reality

• Expanded content

• Authentic story telling using VR

• Simulations

• Template Based Simulations

QUESTIONS?

GAME ON!

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https://developers.google.com/ar

Augmented Reality Sandbox. (2016). Ucdavis.Edu. https://arsandbox.ucdavis.edu/

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First Year Undergraduate Medical Students Using VARK Model. Education in

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Barab, S. A., Gresalfi, M., & Ingram-Goble, A. (2010). Transformational Play.

Educational Researcher, 39(7), 525–536.

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Boyle, A. (2011, September 18). Gamers solve molecular puzzle that baffled

scientists. NBC News; NBC News. https://www.nbcnews.com/sciencemain/gamers-

solve-molecular-puzzle-baffled-scientists-6C10402813

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Gibson, E. (2010, May 28). Average age of gamers is 32, says study.

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of-gamers-is-32-says-study

Gladwell, M. (2017). Complexity and the Ten-Thousand-Hour Rule. The New Yorker.

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thousand-hour-rule

Google for Education, Bring your lessons to life with Expeditions. (2019). Bring your

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https://edu.google.com/products/vr-ar/expeditions/?modal_active=none

Granic, I., Lobel, A., & Rutger C. M. E. Engels. (2014). The benefits of playing video

games. American Psychologist, 69(1), 66–78. https://doi.org/10.1037/a0034857

Kahoot! | Learning Games | Make Learning Awesome! (2019, March 8). Kahoot!

https://kahoot.com/

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October 1958: Physicist Invents First Video Game. (2019). @apsphysics.

https://www.aps.org/publications/apsnews/200810/physicshistory.cfm

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Logo. (2019). QRCode Monkey. https://www.qrcode-monkey.com/

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